Melee & Brawling Chart

Weapon/Maneuver Init. Dice Roll Accuracy Damage Parry Conceal
Melee
Club 0 Dex+Melee +1 Str + Pot Strength + 1 t
Knife 0 Dex+Melee +2 Str + Pot + 1 Strength + 1 j
Sword +2 Dex+Melee +1 Str + Pot + 2 Strength + 4 t
Axe 0 Dex+Melee -1 Str + Pot + 4 Strength + 4 n
Stake 0 Dex+Melee +2 Str + Pot + 2 Strength + 2 t
Brawl
Bite -2 Dex+Brawl +2 Str + Pot + 1 n/a n/a
Grapple -1 Str+Brawl 0 Special n/a n/a
Body Slam 0 Str+Brawl +1 Special n/a n/a
Immobilize -1 Dex+Brawl -1 Special n/a n/a
Kick 0 Dex+Brawl -1 Str + Pot + 1 n/a n/a
Punch 0 Dex+Brawl 0 Str + Pot n/a n/a
Claw 0 Dex+Brawl 0 Str + Pot + 2 n/a n/a
 
Initiative Dice: number of dice to add or subtract from your pool when rolling initiative.
Accuracy: # of dice you add to your attack dice pool.
Damage: actual points of damage done by the weapon. When using melee weapons, also add # successes from attack roll to the damage.
Parry: # of extra dice you get on a parry roll. Parrying: Roll [Dex]+[Melee]+[Parry], difficulty [Opponent's Melee + 4].
Conceal:
n = large two-handed gun, can't be concealed.
t = 1 or 2-handed, can be concealed in trenchcoat.
j = 1 or 2-handed, can be concealed in jacket.
p = small, 1 or 2-handed, can be concealed in pocket.



Grapple:

If you do this, remember to subtract 1 die from your initiative roll. You and your opponent roll Strength+Brawl, difficulty 6, and add your Pot as automatic successes. Characters who do not wish to harm their target must reduce the number of Strength dice they use before attacking.

If you score more successes than your opponent's Strength+Pot pool, next round you will have the advantage of having the target immobilized. Add the successes you rolled above opponent's Strength+Pot to your Strength dice for damage determination. Any character struck by this attack loses her attacks for the current turn.

If your opponent rolls more successes than you in grappling, she has knocked you down and you will be stunned for one round. For every successes you roll less than your opponent's Strength+Pot Pool, she rolls one die of damage against you.

If you roll no successes in your attempt, you only fall to the ground and must spend an action to get up.